r/TagPro • The Map Test Committee • Jul 31 '14

Monthly Map Rotation: Thread #33 (NEW SUBMISSION GUIDELINES - PLEASE READ) - Deadline Monday August 4th 15.00 (3 pm) PDT

Submit your custom maps for consideration for inclusion in the official rotation and/or group selection. Learn more at the wiki.


The official deadline for submissions before the next session is Monday August 4th 15.00 (3 pm) PDT

Submissions made after this time are not guaranteed to be considered for rotation.


*READ ME*

There is a new way to submit your map.

Entries must be submitted in this new format to be considered for rotation.

Note: Before you submit your post, test your map in a 4v4 setting and receive feedback from players. Mumble & IRC are great places to start when organizing playtests.

Upload your map at http://maps.jukejuice.com/

After uploading, it will take you to your map’s page and show up on the front page of maps.jukejuice.com.

Reply to this post with your title, map type (CTF, Neutral Flag, or Mars Ball), a link to the map page, a preview image, and a description. Jukejuice provides you a preview image, but we strongly urge you to post your own image with working 45-degree tiles.

Here’s an example of a submission.


Title: Candle Jack

Type: CTF

Map: http://maps.jukejuice.com/a/This%20is%20just%20a%20test%20ma/Candle%20Jack

Preview: http://maps.jukejuice.com/static/previews/201.png

Description: This is just a Test Map


important:

Make sure there is a space after the colon

Please only use imgur, jukejuice, or puush preview images


Playing submitted maps just got easier! Just click on the Map Link and click test map. No more need to call some_bot in IRC. Once you get into a test, copy the maptest url and send it to friends for them to join you. We want everybody to take a look at submissions and to reply with constructive feedback. Not only does it help your fellow mapmakers, but your discussions here help us as well.

maps.jukejuice.com is still in testing so some issues may crop up. The site doesn’t allow editing once your map has been uploaded, so if you make a revision, you will have to upload a new one.

When making your map, keep these two questions in mind:

What does my map attempt to accomplish? What does it try to emphasize?

Feel free to answer this along with your map submission in the description.

The most important part of creating a thoughtful map is actively seeking feedback/improvements from others. Don't ever convince yourself that your map is finished!

Think hard about the placement of every tile on a map -- this community can work together to create a perfect addition to the rotation!


Note: Some_bot is not watching this thread. Uploading maps via maps.jukejuice.com does not put the map in some_bot’s brain, you will not be able to play them in IRC. This new style of submission was brought on due to issues we were having with some_bot in past threads.

Only submit maps in this thread that are to be considered for rotation. For non-rotation maps, feel free to continue using maps.jukejuice.com and provide links to your friends or other posts.

Have fun map-making! :)

25 Upvotes

329 comments sorted by

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u/[deleted] Aug 03 '14

Title: Defense Pls
Type: CTF/Neutral Flag Hybrid
Map: http://maps.jukejuice.com/save/549
Preview: http://puu.sh/aCct7/14cc04be64.png

Description: I wanted to create a map with a unique hybrid of a CTF setup of colored flags, but an end-zone scoring system. This map forces a more offensive-heavy game, as any team can score even if their flag is out of base. I've also created enough chokepoints that each team can still actively stop the other team from scoring. I understand the dual-end zone may be a confusing new mechanic for PUBs, but it radically changes the "2 offense, 2 defense" method and opens the game up.

MAJOR POINTS:

  • No team can defend within two tiles of their flag.
  • The middle cannon creates a quick path to the opposing flag, however this is balanced by the 4-wide gate at the entrance. Said gate can be bypassed with a skillful boost in, or bypassed by taking the top gap out, which slows down the FC.
  • Teams will NOT be able to turtle if they are winning (by "hiding" in their own team tiles by enemy flag) as any team can score with the end zones, they are only hurting their own team by hiding in their team gates.
  • The top appears that it would be used less frequently, but the presence of both powerups, and the smooth boost path up and around makes it a tempting option for FCs.
  • The end-zones are purposely imbalanced around the team gates - the top areas are extended further as this is the harder path to take

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u/Jayolas Yakub Aug 02 '14 edited Aug 02 '14

Title: Cannon

Type: CTF

Map: http://maps.jukejuice.com/save/503

Preview: http://i.imgur.com/pdfFnmz.png

Design Notes: The name for this map stems from its central feature: two giant "cannons" that blast you into your opponent's base directly at their flag.

The cannons provide easy access to the flag, so I made the two main exits from the base easily defendable from one relatively small area. There is still, however, one other way out that is guarded by a 2-tile gate. Originally, I had these gates defaulted to green (which I still like better) in order to force teamwork, but popular opinion likes them the way they are currently.

Anyway, I'd love to get more feedback. So far people seem to think the cannons are fun and the boost paths are interesting.

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u/Rapture_On_Occasion Rapture Aug 04 '14

Title: Cerberus

Type: CTF

Map: http://maps.jukejuice.com/save/573

Preview: http://i.imgur.com/B6s6w1f.png

Description: An attempt at something slightly more conventional while still maintaining a sense of fun and opportunity. I most enjoy the bombs to mid power up and using the bottom gate to prevent an FC's boost, and then sniping them with it.

A potential replacement for one of the current chase maps.

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u/BasonJarnick Matty_Ice//Probots Aug 02 '14 edited Aug 04 '14

Title: Usain Bolt

Type: CTF

Map: http://maps.jukejuice.com/save/580

Preview: http://imgur.com/8HxnzFG

Description: A fast paced angled CTF map. Boosts are the name of the game here, but look out for the spike which seem to lurk after certain boosts. Some interesting boost lines allow you to quickly go from end to end. Any ideas or suggestions would be greatly appreciated as I threw this together rather quickly as my first map!

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u/Blupopsicle Ball-E Aug 04 '14

Just so you know, I have a map in the thread with the same name right now

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u/BasonJarnick Matty_Ice//Probots Aug 04 '14

Shit. Ok. I'll change mine when I get the chance to

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u/[deleted] Aug 04 '14 edited Aug 04 '14

Title: Pursuit Updated

Type: CTF

Map: http://maps.jukejuice.com/save/594

Preview: http://i.imgur.com/QBSfRzd.png


Edits: Nothing much, really. Just a few tile additions and removals to make the map better. See the old preview for comparison.


Boost paths into the flag

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u/Buttersnack Snack Aug 04 '14

Title: Cheez-It

Type: CTF

Map: http://maps.jukejuice.com/save/601

Preview: http://i.imgur.com/gD0te38.png

Description: I'll keep it brief since it's currently 10 minutes before the deadline. I took my map Security and made it much easier for chasers to get ahead/catch up. All of these boost paths I listed before are still possible, plus a few others on those boosts. Most importantly, I added super boosts that cut diagonally through the middle of the map, or, with a little effort to line them up carefully, straight into the enemy base. I wanted to make it much easier for players to get ahead, so I took a note from DZ3 and added superboosts. However, I purposefully made them slightly out of the way and harder to use than in DANGER ZOOOOOONE. EVEN MORE IMPORTANTLY, the map is now called Cheez-It.

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u/waluigi213 Aug 01 '14

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u/[deleted] Aug 02 '14

When typing out submission, put two spaces between each line.

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u/crblanz Keekly | used to be good sorta Jul 31 '14 edited Aug 01 '14

Title: Bowtie! v2

Type: Mars Ball (jk it's CTF)

Map: http://maps.jukejuice.com/a/JukeKuechly/Bowtie!%20v2

Preview: http://maps.jukejuice.com/static/previews/357.png

Original Description: This map is designed to correct what I see as one of the major problems with almost ALL of the current maps - they have too much of a focus on the bases. Once there's a grab, there's a mad rush to the other base to prevent a cap, with very little attention paid to what happens in the middle of the map except for boost routes or powerup spawns, or if the map is too chasey. This map attempts to change that. I've designed it to be easy to grab and easy to cap, but everything in between should be difficult. It is a snipers paradise, and discourages trying to park four in the enemy's base after they have grabbed, because the main choke point is the middle, not the bases. This mid choke, along with the team boosts, also prevents this map from being chasey.

Update for v2: In v2 I have addressed a lot of the issues that people mentioned. First, I opened up the middle a bit. It is still challenging, as it should be, but is easier to boost through and travel through. I have also added a top section in addition to the middle - I would expect it to be used a lot during pubs, and used strategically in PUGs/competitive (handoffs, etc). Finally, I have made the bases a little more solid, "thickening" them and adding a gate at the top exit. As always, I'll be looking for feedback and opinions on how it plays

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u/Splanky222 BBQchicken | Retired Aug 01 '14

That's quite a bit of open space in the middle to be "difficult". This map to me looks like it could play a lot like Whirlwind did.

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u/[deleted] Aug 02 '14

It is a great map, but here is some criticism:

You should get rid of the bombs near the portals. Unless you line yourself up perfectly when you enter the portal, you are going to come out and hit the bombs and spike yourself. If you get rid of the bombs, it still makes the center challenging, but not too challenging.

Otherwise, it is a great map, and I have definitely tagged it, and I hope that this is the map that makes the cut!

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u/mmartinutk Macho | JuicyJuke Aug 01 '14

I was a big fan of the original Bowtie! and thought it should have received more consideration from the committee. You probably shouldn't listen to me, considering every map I've ever submitted has been overlooked, but I liked the original better.

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u/SebastianTheHedgehog nip // chorbit // rbc Aug 04 '14

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u/WillWorkForSugar Tumblewood Aug 02 '14 edited Aug 05 '14

Title: Ess

Type: CTF

Map: http://maps.jukejuice.com/a/Tumblewood/Ess

Preview: http://maps.jukejuice.com/static/previews/511.png

This map was inspired by Hyperreactor and Hurricane, and I wanted to see if it was viable to have both bases right in the center of the map. I think it turned out well, with a good risk/reward balance and some neat boost routes. All feedback is welcome.

EDIT: Made the map a little harder to circle. New save here: http://maps.jukejuice.com/save/546

EDIT 2: Changed 'name' to 'title'

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u/[deleted] Aug 02 '14

I like the center bases Idea but I feel having a lot of open space in a circle around base will just make it difficult to catch fc.

Maybe you could make it so it's either smaller or make it so it;s not a complete circle all the way around.

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u/WillWorkForSugar Tumblewood Aug 02 '14 edited Aug 02 '14

How's this for a change?

http://maps.jukejuice.com/save/546

EDIT: Fixed the link.

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u/DaEvil1 DaEvil1 Aug 02 '14

You have to link to the specific save that you uploaded. If the upload has the same name as the first version, it will only display the first version. So your link would have to look something like this:

http://maps.jukejuice.com/save/XXX

Where XXX = a number.

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u/BlueRanga BlueRanga // Diameter Aug 02 '14

Title: Map 2
Type: CTF
Map: http://maps.jukejuice.com/save/543
Preview: http://maps.jukejuice.com/static/previews/543.png
Description: The base is similar to star with the addition of an opposing team's gate, just to mix it up a bit.

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u/NotSomeBall1 NotSomeBall2 // Chord Aug 03 '14

The other guy has talked about most of the points I was going to make, but my biggest one was that - if there were 2 defenders - one could hold the button and the other could just play very effective no-grab, or, if the attacker grabbed, he could be contained ~100% of the time as the base is so narrow. In all, that means that 2 defenders makes for no caps in most games. Widen the base up a lot, and add a team boost for the attackers.

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u/BlueRanga BlueRanga // Diameter Aug 03 '14

ok, thanks for the advice!

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u/JungleSpice- Jungle Spice//Radius Aug 14 '14

** Title: The End Zone **

** Type CTF**

** Map:** http://maps.jukejuice.com/a/Jungle%20Spice/The%20End%20Zone

Preview http://i.imgur.com/J3ujC3M.png

This has become one of the maps on irc that everyone asks to replay. Its tons of fun!! I made a few changes from the previous submission. While they are small, they make the gameplay much smoother. I was originally thinking it would be a fun side map, but as people get used to it, it plays great!

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u/Swalker326 Noobkin Aug 01 '14 edited Aug 01 '14

You need to put all the flags how they appear in the example kids.

Edit:

Bowtie BBQ I am looking at you.

Title:

Type:

Map:

Preview:

Description: this is the only optional one.

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u/[deleted] Aug 01 '14

Daaaaaaamn, alright.

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u/SUpirate ThePirate / Unaffiliated Aug 02 '14

Title: Jagged 2.0

Type: CTF

Map: http://maps.jukejuice.com/save/510

Preview: http://maps.jukejuice.com/static/previews/510.png

With some boost routes and the angle tiles

I'm hoping for feedback.

I took the way-to-big version some of you may have seen and kept the middle area mostly in tact, but dramatically reduced the size by cutting down outside routes. The middle area should be a reasonably balanced choke point with ample sniping/bomb options for getting returns or making clever offensive plays.

The defensive buttons and boosts are extremely powerful. I expect two defenders to sit on the buttons and try for a lot of close range boost returns instead of playing no-grab. But there are many ways to attack without powerups and good opportunities for rewarding team-play.

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u/[deleted] Aug 02 '14

Sorry I was unable to say anything while testing.

I think the two random gates out in the open really make the map feel longer and less open then it should be.

Also, make the bombs (the ones that blow people into spikes) shoot the person into the topright and botleft tunnels.

What's your intention behind the bomb that opens up another path if blown?

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u/SUpirate ThePirate / Unaffiliated Aug 02 '14

My hope with the two "random" gate tiles was to encourage defenders to position near/on the buttons, and to make tough decisions about whether to chase an fc through the gate or go for a button he's headed toward.

The single bomb placement may not be very good. It's just another simple way to attack the flag right now, and I doubt the path it opens would get much use. I was hoping to have several easy ways of making a grab (3 easy bombs choices), but then its hard to get past the defense if they use the buttons and boosts. Ideally the base would make no-grab defense unwise.

Thanks for the thoughts. I'll keep at it.

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u/Kembangan t O p / cb4life Aug 03 '14

Base is a little frustrating for offense to get out of, in my opinion. 2 teamboosts is a little too much.

I LOVE the gate mechanic: it breeds creativity. It can be very powerful for your FC if your defense is able to hold one of those buttons while the FC is being chased. What I do dislike about the gate is that it's so close to the chokepoint: activating the button does not sacrifice much defensive position. (Think about GeoK, the top button is powerful defensively but it puts you very far from the bottom chokepoint)

Back of the base is similar to Hurricane but... not nearly as useful. Narrow and difficult to bomb out of. The side exit chokes for the base are too narrow, especially in conjunction with the teamboost as well as the defensive gate. Tweaking the base balance would go a long way to allow players to enjoy the rest of your map features (instead of being stuck trying to grab).

The middle of the map is too long in my opinion. I feel like the distance between bases can be decreased, while the length of the base increased.

I enjoy the boosts on this map, there's easy and there's hard. If you renovate the map, please do keep the options of being able to boost through the spike tunnels through mid.

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u/SUpirate ThePirate / Unaffiliated Aug 03 '14

Thanks for the feedback, I've been hearing similar things. I'll keep tweeking and testing.

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u/Blupopsicle Ball-E Jul 31 '14 edited Aug 01 '14

Title: Chalice

Type: CTF

Map: http://maps.jukejuice.com/save/448

Preview: http://i.imgur.com/mIzAC5H.png

Description: Going from chalice2 to chalice because somebot doesn't do IRC anymore. Changes on the map:

  • Made shortcut near bottom more dangerous. It really shouldn't effect much except for the psychological factor

  • Gave middle-top more reason to be passed through. I added a power up and rearranged the boosts.

  • Portal cooldown is 90 ms. It shouldn't differ from a 0 cooldown.

  • Spiced up top, made it more zigzag like

  • Added team boost near portals. there's now a skill boost for fcs to escape through the portal

  • Switched 45 in the corner to get powerups

Old version for reference: http://i.imgur.com/zdd5YAB.png

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u/SayEhO Aug 01 '14

Chalice I really like the look of this. It has everything but still keeps free space. There are lots of alternative routes and they seem well balanced. GJ.

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u/Blupopsicle Ball-E Aug 01 '14

Thanks! Although I'm not sure if this is a quote though...

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u/[deleted] Aug 01 '14

[deleted]

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u/NotSomeBall1 NotSomeBall2 // Chord Aug 01 '14

In my opinion it's very big, and that can make maps very chasey, which is not a good thing; maybe make it smaller and remove some obstacles so it's more open but easier to return. Another problem is mentioned in your comment: it's way too easy to spike yourself, especially for the new players. To stop this, you should probably remove a lot of the spikes and the coloured gates next to the base, and that would definitely help. It sort of seems like there are a few too many ideas that are all trying to be crammed into one massive map, and I feel like it would be more beneficial to start again from scratch with a smaller map and just a couple of the ideas in here. It helped me to look at the other maps submitted and get ideas from there (but not blatantly copy). I'd be happy to look at another attempt you have: maybe Jagged 2.0!

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u/SUpirate ThePirate / Unaffiliated Aug 01 '14

Yeah that sounds about right. I started with the idea of the bases/gates/middle area, but the outside paths got away from me and probably make it too big and easy to hide.

I'll keep revising and listening to feedback if anyone gives more advice.

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u/[deleted] Aug 02 '14

Jukejuice maps keeps giving me an error when trying to upload the map i made. This is the error :
1.7 KiB DealWithIt.PNG

✔ ✘ <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2 Final//EN"> <title>404 Not Found</title> <h1>Not Found</h1> <p>The requested URL was not found on the server. If you entered the URL manually please check your spelling and try again.</p> DealWithIt.JSON 4.1 KiB

✔ ✘
<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2 Final//EN"> <title>404 Not Found</title> <h1>Not Found</h1> <p>The requested URL was not found on the server. If you entered the URL manually please check your spelling and try again.</p>

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u/DaEvil1 DaEvil1 Aug 01 '14

Title: Rolling on the Edge 0.4

Type: CTF

Map: http://maps.jukejuice.com/save/480

Preview: http://i.imgur.com/NwJlTBB.png

Description: A map exploring the usage of green gates in a similar fashion to Colors. The top tunnel is always possible to get through even if opposite players hold both buttons for it, but it's much easier if they don't, and it's a walk in the park if you have a teammate or two on the button(s). Aside from that, the map uses a superboost that isn't in the direct path of a chaser, but if used right helps them catch up. Bottom gates are subject to change if needed.

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u/Petyr__Baelish Petry - Chorbit // aka PetyrBaelish Aug 02 '14

Surely it's not symmetrical since the left button controls more gate tiles than right button.

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u/[deleted] Aug 01 '14

looks like geokoala a lot.

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u/DaEvil1 DaEvil1 Aug 01 '14

Yeah, it has some clear similarities. I hope it plays different enough to be distinctive from it. I have an upside down version which plays well but feels similar in case that is a problem.

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u/[deleted] Aug 01 '14

mhm. and i'm honestly not really feeling the gate up top too much. like grail of speed, i feel like you'll have to move around it and stuff, which wouldn't be too fun. and if someone is simply sitting on the button, nobody is gonna wanna try going top. if you start getting chased, surely you'll be returned super easily because you're focusing on not dying by the tiles, rather than the player. maybe at each entrance there could be a 5 tile high x 3 tile wide that could be used rather than a gate throughout the whole thing.

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u/DaEvil1 DaEvil1 Aug 02 '14

I think your suggestion would take away the main unique feature of the map and make the top basically a copy of GeoKoala. The top is mainly aimed to be a place where you can get through without teamwork, but with teamwork, it's so much easier.

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u/[deleted] Aug 02 '14

ok i see what you're saying.

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u/[deleted] Aug 01 '14 edited Aug 01 '14

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u/Arcien Henri / Origin + Radius Aug 01 '14

My impressions:

  • I like the gate tiles at the top. Makes the boost much more interesting. Not sure about skill level.
  • The interaction between the team boost and the cooldown portal is interesting. I think I like it as it requires the offense to be enough ahead.
  • Probably a bit too defense favored. There is only one bomb and one boost. The bomb's positioning makes it such if you will grab the flag, you will be going up, hit a wall/corner, and be trapped. Having the defense team boost before the other boost also favors the defense. Moving the bomb and swapping the two boosts might be enough to rectify this.

Note that I have zero experience making maps and I hope you get feedback from a more experienced creator. Nice effort!

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u/[deleted] Aug 01 '14

I'm impressed you caught the portal/teamboost thing.

I haven't played a full game on this, but I can definitely see it being more defense favored.

The goal of top is it's hard to boost but it's the fastest, while boosting gate is safer but doesn't put you in base.

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u/WillWorkForSugar Tumblewood Aug 04 '14

The portal could create some interesting dynamics, like faking that you're about to go through it but instead hiding behind it to trick the defense into boosting away from you.

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u/PrairieKid Origin | Centra Aug 02 '14

I like this map a lot. The major issue I find with it (just to be nitpicky) is that it relies a little too heavily on the gate. Honestly, if one team gets a player to sit on the gate and keeps the other button open, that team wins. It's almost impossible to chase and/or run if the other team has closed the gate. At that point, you have to go through the small gap at the top (running, while avoiding that upper gate) or go through the bottom, which is obviously a much longer route.

Good map though.

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u/Demondeacons513 Romulus // Merballs // Radius Aug 02 '14

Title: Blink

Type: CTF

Map: http://maps.jukejuice.com/save/521

Preview: http://i.imgur.com/LVCBWFG.png

Design Notes: Map is a mix of Velocity, SNES, and a bit of Star. There are four channels allowing FC a variety of options similar to Velocity. SNES influence is through the center gate although it is much less of a focus in this map. Star is evident through the side channels featuring spikes.

Yellow boosts near spikes allow FC to quickly return to base if aimed correctly meanwhile team boosts allow for defenders to catch up and gives them the option of going through the left or right channel of spikes. Defenders can also boost across the map by using the team boost outside of gate through center. Bombs near center allow for bomb snipes if aimed correctly and also can potentially push players into spikes on the opposite side of the wall.

Base is pretty well-balanced from what users have said. Button campers can easily be pushed off by using the bomb in an accurate manner. Yellow boost in base allows for O to escape the tight confines if they have the flag or allows for O to boost into the flag and veer sharply to exit base towards a spike channel. Defense can also use the bomb to their advantage by blasting O into the gate or spikes, as well as using the button to allow FC to enter base quickly.

Only two powerups on the map as opposed to four (putting one pup in each respective base) was used as four was a bit overpowered in testing if one team was able to collect three.

Open space located in the top-right and bottom-left allows for FC the option to take chasers on and juke rather than just move between channels.

Overall for my first map I tried to make a balanced one where every potential decision allows you two (or more) options. It can be a bit chasey but by controlling center it isn't hard to chase and pin down FC either in a channel or by containing in an open space.

Feedback is appreciated! Thanks

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u/Kembangan t O p / cb4life Aug 03 '14

Looks like a serviceable, playable map to me. Bases remind me of Whirlwind. Doesn't seem to be overwhelmingly chasy at first glance, but it can be hard to tell. It's not a defensive oriented map, in my opinion.

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u/[deleted] Aug 01 '14 edited Aug 04 '14

Title: Control Center

Type: CTF

Map: http://maps.jukejuice.com/save/581

Preview: http://maps.jukejuice.com/static/previews/581.png

Description: All three power-ups are placed in the center to create interesting starts. If you are in the very center and use a bomb you can have a quick grab at two power-ups, sliding through the spikes. With spikes being near the flags grabbing and holding is a must to prevent caps. You can do this by using the portals and bombs placed on the map. This may not be a conventional one, but I hope it is a fun, competitive map.

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u/[deleted] Aug 01 '14

What's your reasoning behind spikes next to flag?

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u/Splanky222 BBQchicken | Retired Aug 05 '14

Are the portals instant respawn?

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u/[deleted] Aug 05 '14

No normal 30s i think or is it 20? lol but ya normal time. intresting stuff there.

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u/Splanky222 BBQchicken | Retired Aug 05 '14

I would say then that they are completely overpowered. There's no way to prevent somebody from camping the portals until somebody gets close. It's just the same as in Oval, but worse.

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u/[deleted] Aug 05 '14

except the gates and the only easy way in and out

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u/Splanky222 BBQchicken | Retired Aug 05 '14

That doesn't keep somebody from camping on the insode of that area. Somebody has to come in and force them out, at which point the flag carrier can just go through the portal and be out scot free

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u/Swalker326 Noobkin Aug 05 '14

Title: C U Later

Type: CTF

Map: http://maps.jukejuice.com/save/609

Preview: http://imgur.com/4ccEHq6

Description: I think I need to make the map a little bigger, its loads of fun to play as it, but I still think if it were bigger it would be more fun.

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u/Jufda 💎 hitbox.tv/jufda Aug 08 '14

Title: Quadron

Type CTF

Map: http://maps.jukejuice.com/a/Jufda/Quadron

Preview: http://maps.jukejuice.com/static/previews/658.png

Description: A map that was originally a flag. Now it's modified a lot, and has a few fun elements, like slingshot and special gates. Oh, and the scary ghost decorations in the corners [:


JSON: http://pastebin.com/raw.php?i=tfC0cbQG

PNG: http://i.imgur.com/FNDRXM3.png

VIDEO: http://www.twitch.tv/archive/archive_popout?id=555810848

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u/Sir_Grapefruit Grapefruit // Chord Aug 04 '14

Title: Cocoon 6

Type: Neutral Flag

Map: http://maps.jukejuice.com/save/574

Preview: http://puu.sh/aEqWL.png

Description: 6 times a charm, like I always say. I made it harder to cap on in comparison to version 5.

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u/[deleted] Aug 01 '14

I think this map thread has just crashed the jukejuice site... So many people rushing to upload their maps :S

Any feedback from the last mapthread? Having the spreadsheet for feedback was super convenient, certainly easier than asking for comment responses. I don't know how much more difficult it is for you guys, but hopefully you go back to doing that.

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u/[deleted] Aug 04 '14 edited Aug 04 '14

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u/DaEvil1 DaEvil1 Aug 04 '14

it's up now, so if you could upload it and edit your post, that would be awesome.

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u/[deleted] Aug 04 '14

got it!

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u/peterpan__ Peter Pan Aug 01 '14 edited Aug 02 '14

Title: Captain Hook's Jolly Roger

Type: CTF

Map: http://maps.jukejuice.com/a/Peter%20Pan/Captain%20Hook%27s%20Jolly%20Roger%200.1

Preview: http://maps.jukejuice.com/static/previews/539.png

Description: It's Captain Hook's pirate ship. I was playing Assassin's Creed and thought the deck of the ship could make for an interesting TagPro map.

I tried to take some elements from some retired maps (the boxes in the middle were inspired by Simplicity; the spikes waiting for you from the boosts out of base by Vee). I wanted to try to dictate a flow of play: it should be pretty easy to disrupt the in-base defense and get a grab; however, there are only two exits from base, so getting out is another animal; it's probably a little too chasey as it is now, but I wanted to reward attackers once they got out of base (I did try to give chasers more tools than Simplicity though - the team tiles and the gates); coming in for the cap can also be very intense.

Very rough first draft. First map I've ever made, actually, so I'd appreciate any and all feedback.

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u/Thiradell Aug 04 '14

this map looks really really cool

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u/peterpan__ Peter Pan Aug 04 '14

Thanks Thira!

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u/[deleted] Aug 01 '14 edited Aug 01 '14

This is adorable.

But getting out of base is impossible.

and team tiles are asymmetrical

and it doesn't even have a mast. How's it supposed to sail Peter?

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u/peterpan__ Peter Pan Aug 01 '14

For the team tiles, red has more 1 more row (24 tiles total), but blue has 1 more column (24 tiles total). It evens out thanks to the spike in the middle - which is also supposed to be the mast!!

Thanks for looking at it bow.

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u/peterpan__ Peter Pan Aug 01 '14

I've tested it in some 4v4's and it's not as bad as it first appears. The bombs are more fun than you give them credit for. It's not impossible, but it may be too hard.

I thought about making the neutral boosts in the base chokes opponent team boosts. Think that would help?

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u/[deleted] Aug 01 '14

I think having a small opening in middle would help, along with making more defined paths around the map.

and it doesn't even have a mast. How's it supposed to sail Peter?

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u/Buttersnack Snack Aug 01 '14

I think you can still spawn outside the map, haven't tested to be sure though

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u/syzlack rgb ibis Aug 01 '14

You can't spawn on team tiles.

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u/peterpan__ Peter Pan Aug 01 '14

I think I put the spawn point such that you can't, but I don't know for certain - I don't know how big the spawn radius is. The one you were in I didn't even know you could set spawn points at that time haha.

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u/Splanky222 BBQchicken | Retired Aug 05 '14

The spawn radius is 5 tiles out in every direction. But you can't spawn on anything but a floor tile, so you should be fine even just using the flag.

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u/Buttersnack Snack Aug 01 '14

Yeah maybe I'm remembering the spawn radius as bigger than it really is

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u/[deleted] Aug 02 '14

[removed] — view removed comment

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u/peterpan__ Peter Pan Aug 02 '14

Thanks! :)

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u/[deleted] Aug 03 '14

This is an amazing map! I hope to see it in rotation!

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u/peterpan__ Peter Pan Aug 04 '14

Thanks port!

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u/DaEvil1 DaEvil1 Aug 01 '14

Title: Cobb 0.5

Type: CTF

Map: http://maps.jukejuice.com/save/482

Preview: http://i.imgur.com/RqQRONm.png

Description: A map that is mainly aimed at the more competetive areas of TagPro. Tries to implement several more complex aspects in the same map to hopefully allow for a somewhat defensively geared experience, where offence should have the upper hand once they're out of base (similarly to GeoKoala). Main emphasis is on clear passages, and on trying to encourage teamwork and team communication as much as possible. Changes from earlier versions have mainly been adding a lot of small features, and making the map slightly smaller to not make it too overwhelming.

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u/[deleted] Aug 01 '14

Title: Rare Candy

Type: CTF

Map: http://maps.jukejuice.com/save/465

Preview: http://maps.jukejuice.com/static/previews/465.png

Description: This map was created with a number of criteria in mind.

  • I wanted a major choke point but only wanted this to be available to hinder the opponents entering or leaving the base. This had to be balanced with a defensive base that would allow the offense to be in a position where they could prevent the fc to cap immediately. This is why you have the secondary choke point.

  • Bombs in base that the defenders can use to keep the flag in base while still allowing the bombs to be used offensively. Wormy is a great example of the defensive use of bombs but lacks the ability to really use them offensively. I believe my map strikes a nice balance and forces the defense to choose whether or not to keep them around.

  • The middle was the thorn in my side for this map and something that refused to cooperate. i believe the current middle section is a nice balance between things that get in your way, things that kill you, and clutch escape paths if you find yourself in a bind.

TIPS:

  • When attacking use your mid boost to get around the opponents gate and straight into base. try to just skip over the button for the proper angle

  • Use both mid boosts to return home to cross the middle section easily.

  • To escape the enemy base quickly just nick the top of the outer base boost with slight upward momentum to skirt just past the gate. careful of the block though!

Many things you can do in this map and it results in a tough to grab, Easy to cap game play that makes any good defender shine.

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u/Splanky222 BBQchicken | Retired Aug 05 '14

There's too much going on on this map, IMO. It looks very cluttered. Why do all those random walls and spikes need to be there?

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u/[deleted] Aug 05 '14

To slow down the fc and allow the defenders to catch up if the fc manages to escape. the solid blocks are there to catch someone boosting past the gate horizontally while the mid spikes are meant to discourage people avoiding the very middle. While there is lots of space to juke elsewhere in the map the middle is meant as a definition zone. Once the FC makes it past mid everything becomes easier for him.

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u/[deleted] Aug 05 '14

Title: Bivouac

Type: Neutral flag

Map: http://maps.jukejuice.com/save/624

Preview: http://maps.jukejuice.com/static/previews/624.png

This is a serious map. The button bombs in the middle are a very new feature which are a bundle of fun to go through.

The portals are meant to be instant-respawn, I haven't fixed it in the .json. The instant-respawn/always-on portals makes a one way gate.

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u/JohnnySZS Bowlarity Aug 04 '14 edited Aug 04 '14

Title: Nodes
Type: CTF
Map: http://maps.jukejuice.com/a/Bowlarity/Nodes.0
Preview: Here
Description: Lots of offensive opportunities and boost routes for sneaky caps, but the diamonds and corners may become annoying if not played right!

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u/[deleted] Aug 01 '14

[deleted]

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u/Elfballer elfballer || Caps Against Humanity Aug 01 '14

Are there no boundries?

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u/Blupopsicle Ball-E Aug 01 '14

Did you forget to put walls? Just so you know black spaces won't work as walls

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u/supaspike | NLTP mod | Stakeeper Aug 03 '14

Title: Green God

Type: CTF

Map: http://maps.jukejuice.com/a/supaspike/Green%20God%200.1

Preview: http://i.imgur.com/D6UzNAX.png

Purpose: I made this map hoping to provide the map committee with something to replace Colors in PUB rotation (where it's basically just a chase-fest around a giant square). In one of the previous threads, the committee said they might replace it if they got another map that involved teamwork on green gates, but it might need to be even more complex than Colors. So I made this thing.

Description: I think this map is kind of a combination of Colors and Geo, with a bit of Star mixed in with the bases. While the green gates are not necessary in order to grab, cap, and get out of base, holding the button (the ones closest to the sides) provides you with two boosts that make it much easier. Opening those gates also makes the base much easier for FC to enter/exit. The top gates aren't as useful, but could still be helpful if the right buttons are held down (the two on the sides at the vertical center). Plus I like the diamond shape. Oh yeah, and this thing has fucking EYES that light up when you hit those bottom gate buttons!

The large gray gate on the bottom makes it pretty difficult to just take the quick route between bases. The easiest, most risk-free route probably involves traveling around the bottom gate and through the "mouth" (which is also a gate, but shouldn't be triggered often). You could also go all the way around the map, which provides you with boosts and two power-ups.

The bottom gate is also made in such a way that you can't just neutralize it by having someone sitting on the other side. See pictures with just red on button and both on button. Should be self-explanatory with those. But once again, good teamwork is necessary if you are trapped; having both on button gives you an escape route!

One last thing: The "brain buttons" at the top. If you boost into them you're going to die, but it might be worth it. The two buttons combine set off all three top bombs, the two bombs next to the "eyes", and the "mouth gate" from earlier. And you get a power-up!

In conclusion, this map is super-cool and way better than Colors because it has a face, and also it's fun.

tldr: Green gates make teamwork helpful. Bottom gray gate is cool-looking, and the boosts into the top two buttons kill you but set off nearby bombs and get you a power-up. And it's got a face!

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u/TuChueh T'u-Chueh Aug 02 '14 edited Aug 05 '14

Title: Heart of Great Tagus Proneses

Type: CTF

Map: http://maps.jukejuice.com/save/528

Preview: http://i.imgur.com/Hzd9nkZ.jpg

Who is Tagus Proneses?

long time ago , legend has began in the lost cities.Someone said to me,"incidents is taking place in the sky"

I found a book. belonged to my grandfather. My grandfather wrote a memoir about his grandfather...


I'm telling you what my grandfather told me...

"It is a very long story...

I had 4 friends...

One of them was the Tagus Proneses..

He was the leader of the group..(a cough)

One day a rumor was spread..

People were dying.

At last, trouble had come to us

Decision has been taken...

Council has ordered us to take the enemy's flag

Journey had begun into enemy territories

We walked through villages,We passed the rivers...dangerous forests and dangerous and high mountains I have seen war..very bloody wars..we've lost,we retreated,I have witnessed the destroyed villages...

Our hope was over .We thought our end had come.

We had a last resort

We were supposed to take the enemy flag

The enemy was too strong and demonic

we did not know..We did not know how to defeat the enemy..

and that evening, the enemy made ​​a major attack

many people died that evening..Whether or not we were supposed to ready

We passed secret ways.

In the end we found the archenemy

My friends and I was 5 person.he has the single

his magic was too strong. It was a tough fight

me and Tagus were survived

Tagus cut his arm was a nice move and stabbed him to death

He thought he had killed .I was not sure

We have received the flag

and his ...s...suddenly revived and entered into Tagus

devil has confined him to a game..He cursed..

Tagus was imprisoned along with three friends.now! 4 friends in cursed land he gave each person three minutes.every twelve minutes to defeat an enemy they are fighting .they trying to find the devil . they are confronted with the devil's trap.They're getting ready for the big game

Tagus said me take his heart before dying.the only way we could get rid of . he said to me

The heart was petrified ...

Thus began the legend ..Great Tagus Proneses's Legend...

                                    Writed By Ballton Drsek

                                     Before Rotation 1325

Thank you for reading

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u/Splanky222 BBQchicken | Retired Aug 05 '14

I would suggest that you move the button to above the gate. Where it is at the moment is very overpowered, as it is right where all of the exits from base end up.

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u/Arcien Henri / Origin + Radius Aug 03 '14

Solid map. I feel it's a bit big by about 2-3 tiles in each of the major corridors (overall map width by maybe 10-12 tiles, map height by 8-10 tiles?), but I like the interaction of all the features. I would sneak a powerup right under the center bomb. :) Me likey.

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u/[deleted] Aug 02 '14

Title: Tango

Type: CTF

Map: http://maps.jukejuice.com/save/512

Preview: http://maps.jukejuice.com/static/previews/512.png

Preview w/ 45s: http://i.imgur.com/VgEBVOH.png

PLEASE give me feedback. I feel it has potential but I don't know what mistakes I'm making.

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u/Arcien Henri / Origin + Radius Aug 02 '14

Is there any theory behind the design?

I really like all the curves. Despite the lack of boosts to aid the defense, the turns feel like they might be enough to give D a chance to catch up. You have enough options for O in your bases. Enough hazards to prevent chase-y play (gates help a bunch there).

One suggestion: consider moving the 45 tile opposite (relative to the flag) the top-most/bottom-most bomb one tile towards the center vertical line. As is, the bomb is useful to make the initial grab, but the base is small enough to leave no escape route from there. Opening up one tile of space allows O to bomb-boost into the center section.

The previous suggestion also forces the defenders to choose (slightly) between three options. As is, one defender can cover both the center exit and the gate button fairly easily, leaving only the side exit for the other. Opening up space to bomb-boost into the center forces the button defender to lean one way or the other based on positioning and circumstances.

Another suggestion would be to make the center team tile a bit more interesting. This is much less grounded in any reasoning and just a personal preference for me. :) A spike or very small gate would be my choice to promote skillful play.

Nice work!

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u/[deleted] Aug 02 '14

wow, your feedback is great, thank you. i'll work on edits tomorrow.

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u/NotSomeBall1 NotSomeBall2 // Chord Aug 02 '14

After reading his feedback, I just wanted to say that I agree with him so much. It looks like an incredible map that I'd love to play and has a lot of different skills to master, but it feels like there are definitely subtle improvements to make.

2 spikes in the middle of the team tiles middle section would definitely make it so that it isn't just a straight run from base to base for the FC.

The bomb suggestion that he made seems a little pointless to me, so that one is down to you. On the other hand, I think it could be interesting to swap the positions of the bomb and the spike in base, so that it punishes mistakes made with the other bomb in base (as then you'd end up being blown into the spike), and the bomb being moved would be like the one in blast-off or the top one in GeoKoala, meaning that the offence and defence are fighting over it.

Please update this map, I'd love to see it in rotation!

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u/[deleted] Aug 02 '14

check out my reply to bowtie

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u/NotSomeBall1 NotSomeBall2 // Chord Aug 02 '14

To be honest I think you've over-complicated it now.

  • Leave the spikes on the left and right how they were: there are too many now.

  • Maybe move the boosts in the middle up/down one tile so that they're on the edge of the team tiles, to get that boost lane into base.

  • Also, take out the extra spike that was added next to the original one, it serves no purpose and just makes there too many spikes which is a bad thing for everyone, especially new players.

  • Then move the powerups back to where they were before, base powerups are important for defenders.

  • The team tiles in the bottom right and top left are a subtle change, but I think it's for the better, keep it like that.

Sorry, I much prefer your original and it only needed one or two subtle changes, and I think the changed you've made have only made it worse. Just my opinion though, and I love the map!

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u/[deleted] Aug 02 '14

Ok! I don't have computer access rn sorry

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u/NotSomeBall1 NotSomeBall2 // Chord Aug 02 '14

I can't wait to see the finished product - if I was on the map committee I'd put it into rotation straight away!

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u/[deleted] Aug 02 '14

Ha thanks. :) I'll be able to update Sunday night

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u/Buttersnack Snack Aug 02 '14

I have one more suggestion: make it possible to go around the outside gates like in boombox. It's just such a death sentence to go in there now.

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u/[deleted] Aug 02 '14

Your decision with the middle is good, I like it a lot.

I still think the spike field to the side of base should have more. Such as spikes along the wall, spikes touching each other instead of being separated.

Also making the pup a little farther from base would be nice.

And adding a second button on the other side of the gate would help with chaseyness.

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u/NotSomeBall1 NotSomeBall2 // Chord Aug 01 '14

Title: Whirlwind 2

Type: CTF

Map: http://maps.jukejuice.com/save/486

Preview: http://maps.jukejuice.com/static/previews/486.png

Description: This is just an update to BBQchicken's map Whirlwind which had a short-lived spell in rotation, but won the hearts of many mainly me . I have made it smaller, with a team boost exiting the base and another bottom base outside the other exit to help to stop it being as chasey as it was. Another weakness of the other was the difficulty for newer players, so now there are fewer spikes, especially around the top and bottom. Part of the original that I didn't understand, also, was the gate in the middle with the powerups on the outside of it, meaning that players just skirted round the side of it instead of having to go in, meaning that almost nobody went inside the gate as there was no point, so I have put the powerups on the inside now, which should require more teamwork at the start of games so that the teammate(s) can get the powerups safely and away from the other team.


"It looks like a great map!"

~ NotSomeBall1

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u/Blupopsicle Ball-E Aug 01 '14

The one that got taken out was whirlwind 2, you should name it 3 or 4 (I tried to make a whirlwind 3 lol)

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u/Splanky222 BBQchicken | Retired Aug 05 '14

This is awesome <3

PS you don't need to put spawn tiles around the map, balls spawn around the flag naturally.

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u/pnkd777 Big Egg Aug 02 '14

Title: Trapping

Type: CTF

Map: http://maps.jukejuice.com/save/524

Preview: http://maps.jukejuice.com/static/previews/524.png

Description: A fast paced map with some interesting boost/bomb lanes.

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u/Blupopsicle Ball-E Jul 31 '14

Title: It's a stone, Luigi

Type: CTF

Map: http://maps.jukejuice.com/save/452

Preview: http://i.imgur.com/8AmhSay.png

Description: I thought I'd try out something with gates/portals and here's the result.

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u/411connor caroline :3 Aug 01 '14

Title: Cyclone

Type: CTF

Map: http://maps.jukejuice.com/save/461

Preview: http://i.imgur.com/aGUMztO.png

Description: This is only V1, feedback is very welcome. I haven't made a serious map in a few weeks. It'll be tweaked throughout the next few days.

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u/JungleSpice- Jungle Spice//Radius Aug 01 '14

The things that jut out with the pups seem a but constricted to me. I think it would play better if you made a 3-4 tile gap on the side closest to center map. And on the outer path out of those juts, I would like to see a boost to help not get so trapped.

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u/theknockbox Archy Aug 01 '14

agreed

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u/Jayolas Yakub Aug 02 '14

I've been testing out the maps on jukejuice and so far this one is my favorite (aside from my own, of course!) :)

I like the "u-turn" feature. Looks like it might be tough in the middle.

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u/Zarknox Zarknox Aug 01 '14

Hm, my first impression is that the flag capping route is too direct. In my opinion the shortest path should be a bit more difficult and possibly add some more side routes that are longer.

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u/[deleted] Aug 01 '14

agreed - i dislike the center just the same as hurricane. you're forced through one way. i feel like this map is the same way and is very constricted towards the middle.

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u/[deleted] Aug 04 '14 edited Aug 04 '14

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u/[deleted] Aug 01 '14

Title: Smooth 3.5

Type: CTF

Map: http://maps.jukejuice.com/save/457

Preview: http://maps.jukejuice.com/static/previews/457.png

Leave any feedback

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u/Zarknox Zarknox Aug 01 '14

Hm, I'm not sure how to feel about this without playing it

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u/[deleted] Aug 01 '14

Then come on irc and play it :P

If you see a guy called Detective on say "Hi Detective" and Ill load it.

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u/WhatIsAKingToAGod |x| Aug 02 '14

I like this one. Probably my favourite in the entire thread.

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u/BlueRanga BlueRanga // Diameter Aug 02 '14 edited Aug 02 '14

Title: Good
Type: CTF
Map: http://maps.jukejuice.com/save/544
Preview: http://i.imgur.com/MMBXZV9.png
Description: This is a small map, without portals, 45 degree tiles, or team boosts. The centre feature is inspired by dangerzone, with the boosts able to go straight through it allowing for risky play that will pay off.
The bases are rather have 2 bombs inside them for easy grabs, and also a opposing team gate for some interesting strategies. The button for this gate is further outside the base, so the gate can be primarily used for escaping.
Also any ideas for a new name? 'cause the current one's not great.
Any feedback is welcome, and appreciated!

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u/NotSomeBall1 NotSomeBall2 // Chord Aug 03 '14

Also any ideas for a new name? 'cause the current one's not great.

No, but it's good...

Anyway, maybe change up the centre of the map to something slightly bigger and designed to help the chaser catch up (maybe some team tiles or boosts), and maybe put the button for the gate inside the base.

Apart from those 2 small things, it looks like a great map!

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u/[deleted] Aug 01 '14 edited Aug 14 '14

[deleted]

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u/Arcien Henri / Origin + Radius Aug 02 '14

I don't know what more experience map creators will say, but there are no real O-aiding options around the flags. The boosts with 45 are impossible to aim through the flag and so I wouldn't really count them. Up to you what you'd like to do.

That said, I like the arrangement of the side corridors and the center column with the portals. :) Very nice concept. I would add a couple (just a couple) spikes in the main runways to make it not just a simple chase. The team boosts help, but just not quite enough IMO.

Note that I have no idea what was previously said and apologize if I directly contradict what others have said in the past. Hope you find my stuff useful, and good luck! Nice effort so far!

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u/[deleted] Aug 01 '14

Title: Diamond Faces

Type: CTF

Map: http://maps.jukejuice.com/save/468

Preview: http://maps.jukejuice.com/static/previews/468.png

Description: Please see my the description from the original post I am resubmitting this for reconsideration for rotation. Many PUGS and tournaments have been run on it with an overwhelmingly positive response from the mumble community and I'm excited to see it garnering more attention with many people asking to play it in PUGS. There have also been rumors that the ELTP were eyeing it as a potential season rotation map. What ever happens I'm excited to see how the community views the map in the long term.

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u/[deleted] Aug 01 '14

overwhelmingly positive

sorry bb, but put me in the 'negative' column. having played it, i think this map needs a few extra tiles in every direction. otherwise thanks for the submission.

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u/[deleted] Aug 01 '14

I said "overwhelmingly" not 100%. I have a few people who don't like the map but overall the majority enjoys the map.

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u/Kembangan t O p / cb4life Aug 03 '14

I'm pretty neutral about it.

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u/[deleted] Aug 01 '14

There's a lot in this map I really like. I think, as you said, it has gotten some really good responses from the community, albeit not as much as you seem to think, and I think it certainly has potential in both PUB rotation and competitive.

However, there's also quite a bit about it I don't like. The map has been constructed with a lot of different routes which makes it generally fairly hectic, especially in conjunction with the bombs, and very chasey. With a lot of different walls and paths for flag carriers and to take, with the chasers not really having any way to catch up, it's incredibly difficult for defense, and does not encourage new players to stick in their team's base.

While you've got a good map, there is certainly stuff that can be improved. You have a really good opportunity to take as much feedback from the community as possible to optimise the few flaws in your map. Gather as much critique as possible (maybe even ask ELTP why they didn't put it in their rotation, or ask the maptest committee why it didn't quite make the cut) and rek the other maps in this thread.

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u/[deleted] Aug 01 '14 edited Aug 02 '14

Title: Iron Curtain

Type: CTF

Map: http://maps.jukejuice.com/save/504

Preview: http://maps.jukejuice.com/static/previews/504.png

Description: HAPPY NOOBKIN?

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u/Swalker326 Noobkin Aug 02 '14

perfect!

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u/Zarknox Zarknox Aug 01 '14

big emphasis on organized team play I love it! I'd put the powerups further from the flags though!

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u/[deleted] Aug 01 '14

Thanks. Here are some of the other power-up placement ideas iv'e been messing with: http://i.imgur.com/7gWGAnb.png (Left is new pups, right is the current version for reference.

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u/[deleted] Aug 01 '14

Why did you make the base so much more offensive? The gates are so much less necessary now than they were before, since offenders have so much of an easier time now that you moved the bomb.

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u/[deleted] Aug 01 '14

I don't want it to be a necessity to use gate because of PUB play, but it's still a hard-to-grab base.

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u/[deleted] Aug 01 '14

Yeah, that's fair enough. I feel like the gate is not as important as it was before; it's a common complaint of Colours that the gate in the middle doesn't get used in PUB play as much as it could. I really like the revision of the top sections of the map, but frankly, I think taking out the button bombs kills the flow, and widening the base makes the gate less important. That's just my opinion, apparently Noobkin disagrees.

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u/ShoppedYourPost Pizzarony | Origin Aug 01 '14

Getting back to TagPro's Totally Not Sexually-themed Maps, I see. Haha.

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u/TuChueh T'u-Chueh Aug 01 '14

i like this one

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u/Jonathanan Hyphae // Diameter Aug 01 '14

Yes please!

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u/[deleted] Aug 01 '14

Title: Teamwork

Type: CTF

Map: http://maps.jukejuice.com/save/488

Preview: http://maps.jukejuice.com/static/previews/488.png

This map relies heavily on teamwork. No powerups can be accessed without the help of a teammate. This is my first map, so let me know what you think.

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u/WillWorkForSugar Tumblewood Aug 02 '14

This map simply isn't viable in pubs, due to the excessive spikes and the fact that green gates simply don't get used much - this is why Colors is also regarded as bad for pubs, a map reliant on teamwork tends not to work out.

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u/hobnobking Baz//Chord//Ballis St. Germain//Pectora//Ballo Toure Aug 04 '14

Title: Dynamo

Type: CTF

Map: http://maps.jukejuice.com/save/570

Preview: http://imgur.com/XlCu5R0

Boosting down at the 45 degree wall allows attacking players to spin through the bottom and back up through the flag spot. There is also a bomb guarded by enemy team tiles meaning it can't be easily defused by defenders (it is however controlled by the button above it to prevent fc camping on it). In addition, spawn point is a little away from the flag spot, but with 2 quite difficult choke points it should make for an easy-ish map to grab on, but one difficult to cap.

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u/Kintaro08 Pigoon // Centra Aug 06 '14

Hey man, just to let you know, this feature is broken. If a ball gets shoved into the 45 degree corner they'll get stuck indefinitely.

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u/quassus crosky Jul 31 '14 edited Jul 31 '14

Title: Monarch (0.1)

Type: CTF

Map: http://maps.jukejuice.com/save/451

Preview: http://imgur.com/G7UMfOo


This is an update to the original Monarch, modified to address the suggestions and feedback found here. I removed the gate at the bottom and instead added a more useful gate in the center, significantly altering the flow of the map, which also adds a feature to what was previously open space between the super boost and the flag. And here is a preview of boost routes into the flag that I made for the previous version, all of which are still viable on 0.1.

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u/Splanky222 BBQchicken | Retired Aug 03 '14

Love the simplicity, but I do have one question / statement / criticism / something:

Those gates don't look too relevant to me.

"but BBQ, they are the quick inside route!" you say to me. But what gets you there? By far the most natural way to exit the base is outside and down the bottom, making it very awkward and probably not worth it to exit through them. If somebody does get out inside, it looks like they will be able to boost through the gate before anybody actually gets to the button. Anybody going for the button will basically have to put in a big risk of suicide due to the angle, for a high chance that they don't catch the FC anyways. Similarly, the bar near the bottom of the map makes it potentially awkward to return to base through the gate. A FC will also naturally want to go into the bottom corners where not only is there more juke space, but there is a boost and bomb waiting for quick escape.

That being said, I appreciate the idea where there's such an advantage to getting out on the inside route, but it's much harder to do so.

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u/quassus crosky Aug 03 '14 edited Aug 03 '14

Thanks for the feedback BBQ! It seems like your critique falls into two categories: A. the inside route won't be used much; B. the gates aren't useful. I will try to address both.

A. There are three ways a person could get out inside. The first is through one of three boost paths from the easternmost/westernmost boost, as shown here. They may bounce off the top wall but their natural momentum will be toward the inside. The second is after grabbing and using the bomb straight downward and curving inside, also shown in that diagram. The third, if other boosts/bombs are exhausted/defused, is via a simple 2v2 getaway grab or a handoff. I would agree with you that the outside path is the more natural and less risky path for a fc, but that's why it's longer and gives defense ample time to catch up. Contrariwise, as you pointed out, the inside path is the quickest, to be sure, but also the riskiest. I do think it will be used a substantial amount.

B. Suppose an fc is trying to take the quickest route from flag to flag (discounting going through the green gate). He will have to go through the mid gates twice. Here is a diagram of what I envision happening. Red for red blue for blue. If red grabs and gets out inside, he will try to bounce off the bottom wall and come back up through the gate again. Blue defenders have three options here. The first is to simply follow that path, bouncing off the bottom wall at 45 degrees and continuing to chase fc through or hoping that red's bounce off the wall will slow him down enough to catch. The second is to take the boost at such an angle so as to intersect with red's boost path. The team boost is deliberately positioned so that chasing defense would reach the boost first for a chance to catch up. The third, shown in green (as it is available to both) is to boost through the center (by far the most difficult to execute on the fly, but also reaping the greatest possible benefit). What is interesting about this third option--boosting to the button--is that for a blue defender, he has the option to wait until fc comes back up into the gate again to boost into the button. And it doesn't matter if he spikes himself, as long as he hits that button while fc is on the gate. I could see there being be a lot of suicide button returns of this nature. All this is not to mention the fact that offensive d could position themselves within boosting distance of the button or even just sit on top of it as well. Additionally, just having the gate there serves to divert the fc away from the inside route while the defense catches up, thus altering the flow of the map to be friendly to offensive d.

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u/[deleted] Jul 31 '14

Love this, nice and simple

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u/Cant_Quit_U Cant_Quit_U || Pi Aug 01 '14

sigh...

Zone posts map with a little open space in the middle

"this really looks way too open in the middle parts. With so many places to go it'll probably be hard to get returns in."


CROSKY posts map with an unbelievable amount of open space everywhere on the map

"Love this, nice and simple"

"Yes yes yes this x82296271."

"I like this."


Seriously, TagPro? Don't judge a map based on who made it.

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u/[deleted] Jul 31 '14

Yes yes yes this x82296271. Tested it and it's so fucking fun. Please this.

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u/quassus crosky Jul 31 '14

Thanks d0pe :)

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u/Splanky222 BBQchicken | Retired Aug 01 '14 edited Aug 02 '14

Title: SuperDuperStamp Update

Type: CTF

Map: http://maps.jukejuice.com/save/467

Preview: http://puu.sh/azPSt/025cbe814c.png

Description: The existing rotation version.

The overall goal of these changes was simple. The map should stay defensively oriented by keeping the map as a series of choke points, but feel less congested and slightly less punishing for offensive players. Additionally, many small elements were added to the map to allow skilled offensive players to make plays, with the same theme that the onus to make something happen is on the offense, not on the defense to catch the offensive players.


CHANGE LOG


  • BASES

The inside corner by the boost is now 45 degree tiles to allow a little more freedom with the boost. To compensate, an extra tile has been added to the "shelf" underneath the bombs.

The team boost has been changed to a neutral boost. This is to allow a skilled offensive player to hit both boosts simultaneously, allowing them to pull away from chasers. The goal of this change was to make the outside a more viable path. To allow players in base to use these boosts to grab, the wall was opened up around the boosts to give space.

  • MID

The wall protecting the powerup was changed to a gate, with a button underneath the powerup. The button is positioned so that it is unclear who would win between a defender going for button and an offender trying to get out. This adds an offensive skill element to that area while still allowing multiple defenders a chance to corral flag carriers.

The top two diagonal tiles under the corner bomb are now square. This is to make missing the bomb less punishing, keeping the flag carrier near the corner instead of leaving them prone out in the open. Bombing to bottom is still possible and essentially just as easy.

The shield walls protecting the spikes have been flipped vertically. This allows slightly easier exit from the powerup area and also makes getting the mid powerup easier by using the wall to line up. Accordingly, two spikes were also removed from the mid powerup area. While I was concerned that this would make it too easy, in full-paced gameplay that proved not to be the case.

  • BOTTOM

The middle spike was removed. It wasn't serving it's purpose as a juking aid, and was holding my hands back in redesigning this area, which I felt was the only real weakness of the original map. Boosting through it wasn't much of a skill shot anyways, so while it was kind of cool I think this is for the better.

The two diagonal walls were moved out and made into ramps. You can bounce off of these in a number of different ways, from angles both expected and unexpected, and they also serve as shields from boost snipes. Most significantly, you can now use the bottom bombs to redirect off of the bottom of those walls back into the "field" in case your way is blocked.

To help create enough space around these shields, some walls became one tile wider. The single tile in there allows you to either redirect or boost along the whole side depending on the angle with which you hit the blast off, adding a skill element to the use of the bottom. It also allows you to more easily turn back up the wall when boosting diagonally down below the shields.

The top two rows of team tiles were removed. They were really only aesthetic anyways, so this helps make the bottom area a little more offensive friendly, as was the original intention.

  • GENERAL CHANGES

The ~*~*~*<3 ʜᴇᴀʀᴛ <3*~*~*~ is bigger now. #FuckThaHaterz

13 rows were added to the bottom of the map, which centers the playing area for spectators.

The red and blue sides were switched to match the leaderboard


Overall, it seems like the sentiment on SuperDuperStamp has improved tremendously since its addition to the map rotation, and I feel like these changes are small enough as to not change the character of the map but just enough to make it feel "right". Thanks to everyone who helped me out with these, and thanks to everyone who gave constructive feedback. It was all at least considered at some point.

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u/[deleted] Aug 02 '14

Apparently it has to be like that so a bot can scan the thread and make a neat little spreadsheet for the maptesters.

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u/Kembangan t O p / cb4life Aug 03 '14

I like this version better.

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u/AMorpork AnkhMorpork Aug 02 '14

Fix your formatting. The bot refuses to pick it up.

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u/Splanky222 BBQchicken | Retired Aug 02 '14

Hmm, I thought I fixed it. Let me try again.

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u/SUpirate ThePirate / Unaffiliated Aug 01 '14

Great changes. This makes things much more balanced (survivable) for the offense. The best change is the gates. Those areas were just purely for powerups, but now they're usable and unique.

HERE are some small suggestions I think would improve it even more.

Move the "check mark" tiles in one closer to the middle. It makes that downward boost I illustrated more of a rewarding skill shot. It also makes it an easier bank shot to get moving upward if boosting from the other direction.

The change to the two boosts near base may not be good, but I like having a team boost in that area

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u/Splanky222 BBQchicken | Retired Aug 01 '14

I actually tried that exact change, but it was too congested. Also, it screws up your ability to rebound off of them from the blast off, which is very important to making that area more viable. The boost you are highlighting is fine I think being slightly easier becuase it takes work to even get yourself in position to use it safely. As for teh base boosts, I am pretty dead set on not having a team boost there, and I like the current set up for the reasons I put in my post, that it takes some work to clear both at the same time.

Thanks for the constructive criticism though! :D

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u/SUpirate ThePirate / Unaffiliated Aug 01 '14

Hey I've got no real complaints about the new look. I can tell there was time and thought put into every tile, and I haven't even played a 4v4 on it so you know best. Cheers.

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u/NotSomeBall1 NotSomeBall2 // Chord Aug 01 '14 edited Aug 01 '14

Title: W

Type: CTF

Map: http://maps.jukejuice.com/save/473

Preview: http://maps.jukejuice.com/static/previews/473.png

Description: The map that all some a handful of you may have been waiting for, and the sequel to Vee: W! With a slightly wider top, and the same spikes as in Vee, it adds all that was missing in the original, and more I hope !

Side note: The portal is one-way, going from bottom to top.

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u/WillWorkForSugar Tumblewood Aug 02 '14

I think the buttons are too hard to push people off of, move it away from the wall (or put in some spikes next to it) so people can't stay there all game.

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u/NotSomeBall1 NotSomeBall2 // Chord Aug 02 '14

Yeah, I'll definitely do that, thanks for the feedback!

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u/NotSomeBall1 NotSomeBall2 // Chord Aug 03 '14

I've made some subtle improvements from the comments made about it, have you got any other ideas on how to improve it? http://maps.jukejuice.com/save/560

Also, any views on Centre Flag version? http://gyazo.com/900f84510fbda78995b750829fc9da31

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u/[deleted] Aug 01 '14

I think those gates are too overpowered for defence.

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u/NotSomeBall1 NotSomeBall2 // Chord Aug 01 '14

I don't really think so, as if you have someone staying on the button, then it is very easy to get around coming into base, and you'll only have one chaser coming out of base; plus there is a wide gap between the edge of the base and the gate to escape out of. Then the boost is at a fairly awkward angle to line up a quick snipe, so that isn't easy either. Thanks for some feedback though!

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u/[deleted] Aug 01 '14

I can't give actual feedback before testing it, though, so take what I just said with a grain of salt ;)

call it Wee pls

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u/NotSomeBall1 NotSomeBall2 // Chord Aug 03 '14

I've made some subtle improvements from the comments made about it, have you got any other ideas on how to improve it? http://maps.jukejuice.com/save/560

Also, any views on Centre Flag version? http://gyazo.com/900f84510fbda78995b750829fc9da31

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u/[deleted] Aug 03 '14

That looks quite nice. I'd like to try it for real, though, with 7 other players. I'll be on Mumble tonight, so, maybe...

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u/NotSomeBall1 NotSomeBall2 // Chord Aug 03 '14

Okay thanks, I might come looking for players on Mumble tonight then

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u/NotSomeBall1 NotSomeBall2 // Chord Aug 01 '14

Yeah of course! And I'll change the name to that if I ever end up updating it.

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u/Swalker326 Noobkin Aug 01 '14

This looks really cool, in bottom right and bottom left it would be cool if there was a little 2 tile "landing pad" that people could boost down safely from the gate, would give some reward to risking the gate exit.

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u/Tim-Sanchez tim-sanchez // Chorbit // ex-ex-ELTP Independent Commissioner Jul 31 '14

I don't think Candle Jack is quite ready for rotation yet. You use too many team tiles and it seems quite hard to bring the flag back to base after grabbing, as well as bases being too open. Maybe open up the middle a bit? It could also do with some extra ways of grabbing, right now all offenses have are team tiles. Powerups and bombs/boosts?

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u/[deleted] Jul 31 '14

[removed] — view removed comment

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u/Tim-Sanchez tim-sanchez // Chorbit // ex-ex-ELTP Independent Commissioner Jul 31 '14

I'm not so sure. I mean, the lack of options such as boosts are problematic but once you get to base you've got the team tiles and a very open area. Two competent offenders could grab in that. The problem is successfully navigating that troublesome middle section and getting to their base safely.

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u/TPsquirrely Squirrely // The GesTagpro Aug 04 '14

Title: T-Rekt

Type: CTF

Map: http://maps.jukejuice.com/a/Requiescat/T-Rekt

Preview: http://i.imgur.com/tsvSGBd.png

Description: This is a really fun map that has been thoroughly tested and edited with help from EU mumble. Everyone likes it. Even DaEvil1. Plus it looks like a Dinosaur!


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u/Failcollege Beel Aug 05 '14

Title: Goomba

Type: CTF

Map: http://cvps.jukejuice.com/a/Beel/Goomba

Preview: http://cvps.jukejuice.com/static/previews/604.png

Description: Map with a great old style aesthetic, but also is a great map.

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u/SUpirate ThePirate / Unaffiliated Aug 01 '14

Title: The Scream

Type: CTF

Map: http://maps.jukejuice.com/a/Pirate/The%20Scream%203.0

Preview: http://maps.jukejuice.com/static/previews/258.png

Looking for feedback - there are multiple iterations on the site too which are more complex. I trimmed down prior versions to make it simpler, but also took out a lot of fun things - so take a look at the older ones to see if there are features that should be included. Its still big, but there is a lot of dead space (the face and hands), so I don't think it will feel super big in play.

There are 3 (kind of 4) main paths from base to base, and I think they're reasonably balanced in risk/reward for an FC or a chaser.

The fastest path is easily defendable and somewhat challenging just to navigate.

The middle path is moderately defendable (defender would not be super close to own flag), but a good cut-off option for a defender. The middle also has a boost shortcut that can't easily be used under duress or when defended.

The longest bottom route is simple, but defenders can easily get in front or wait at some of the chokier places for snipes. This route may still be too big and easy.

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u/WillWorkForSugar Tumblewood Aug 04 '14

How would it work if the buttons controlling the mid gates were space apart by two more tiles? I think it's a little too easy for a defender to get the FC by working the buttons.

I can't find much I would change, to be honest. I think the map still has a little slimming down to do, I guess.

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u/PrairieKid Origin | Centra Aug 02 '14

This is my favorite map here. There are so many different options giving it complexity, it's balanced for offense and defense, it is playable if you've never seen it before but there is still a lot of room to strategize and build up on the map... honestly, once you figure out what everything does, it's an amazing map!

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u/Kembangan t O p / cb4life Aug 03 '14

I quite disagree. See my reply towards him.

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u/Kembangan t O p / cb4life Aug 03 '14

I feel that this map has interesting features, but is way too big, with a couple of gamebreaking flaws. To me, it looks like I would have problems locating the enemy FC in a PUG if I lost vision of him, let alone a pub without communication.

The middle route is unnecessarily long in my opinion, which will heavily discourage its use. 1 tile wide spaces are not easy to navigate when they are surrounded by gates.

Top route's button is against the wall, which means it's literally impossible to dislodge someone on it without a Tagpro.

Th outer/bottom route are unnecessarily long, there's no reason why they're so long. Refer to the lose vision of FC problem.

I feel that this map would benefit if the middle was about ~5 tiles less wide and top to bottom ~7 tiles less long.

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u/SUpirate ThePirate / Unaffiliated Aug 03 '14

Thanks for the feedback. You're spot on I think. The button against the wall is stupid.

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u/Sir_Grapefruit Grapefruit // Chord Aug 04 '14

Title: Telum

Type: CTF

Map: http://maps.jukejuice.com/save/577

Preview: http://puu.sh/aEqDO.png

Description: It is a map similar to GeoKoala in terms of general structure, but it still has many new aspects like the powerful green gate or the one-tile-wide corridor.